Some images of how it looks (click to enlarge):
the shadow term by itself:
I don't get those artifacts with simple PCF filtering or any of my lighting.
For the EVSM i'm currently rendering linear depth into a single 32bit float multisample texture, using a custom resolve to calculate the moments and store them into another GL_RGBA32F texture. The resolved EVSM then gets blurred using a seperable box filter in two passes.
the lighting shader: http://pastebin.com/JReUh3e3
There is also a simple tonemapping and gamma correction shader applied after lighting.
 Oh and sometimes (very rare) i get these weird blocky artifacts:
Any ideas on what's causing that and how to get rid of it?
Edited by DrColossus, 20 May 2012 - 04:58 AM.